precision mediump float;

uniform sampler2D uMap;
uniform vec3 uColor;

varying vec2 vUv;

void main() {
  vec4 mapColor = texture2D(uMap, vUv);
  vec3 mixColor = mix(mapColor.xyz, uColor, vUv.x);
  // mixColor.rgb *= vHeight * 1.5 + 0.5;
  // gl_FragColor = vec4(mixColor, 1.0);
  gl_FragColor = mapColor;
}